Do what slosh said, they actually recruit from what i've read. Hi, Positives or Negatives 1st, hmm. I like this and so do a few others: https://www.artstation.com/artwork/nQrD9X Figure since you had this going on : https://www.artstation.com/artwork/xJqDW You can draw out your environments 1st, conceptualize some neat…
@kanga Thank you! @musashidan Thank you again! I'm out of town visiting family for a few days, but once I am back I will give those processes a shot, it sounds like a much more efficient approach than what I am doing currently. I did google the Styx program, maybe I can get it to work in regards to blender as well. Perhaps…
CryTSpace isn't the official name btw, just what I imagined their tangent space would be called if they cared enough to officially define what it is. The tangent basis is formed by three vectors which are perpendicular or close to perpendicular. There's the normal vector, which points straight away from the surface and…
This is Richard Löwenstein from the small Indie game development team spieleschreiber. We are based close to Munich in Germany. We seek a tech artist to create five sci-fi nature-themed skybox backgrounds for a Unity-based shoot-em-up arcade game on PC. One in-game theme has the female pilot hero approaching her home…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
greentooth I've seen a lot of Greentooth in other games. I want to see Greentooth's native realm. edit: I use: -Magicavoxel - hard surface, blocks -GDevelop - game engine and pixel editor (Piskl) -SculptGL -soft surface web based bare bones sculpting with fast brushes and retopo) -Blender - precision surface (rarely…
Sometimes shading errors like this are caused by unwelded vertices. Or different smoothing groups. If that doesn't fix it you could unify the normals of the mesh. In 3ds Max you can do this by applying the modifier "unify normals" and hitting the "unify" button.
Absolutely! This is for a game asset. I initially thought I needed to model it directly into the mesh, but I also considered using a trim sheet for the vent. I've made some progress and would like your advice on whether the buttons and the front speaker should be included in the low poly version or just in the high poly…
Hello Polycount community! The Creative Lead/Founder of Leyline Foundry is seeking a highly skilled Lead Creature Concept Artist & Sculptor to join the project as a founding partner for its high-fantasy debut title, Aethelgard: Echoes of the Arcanum. This is a high-trust partnership offering complete creative freedom to…